Wizard
Base Class: Wizard

The prime material plane is vast.  The worlds outside the material even more so.  The College of Planer Calling is a sub-discipline withing the far broader School of Conjuration.  Members of this college focus their attention on creating and summoning creatures from the multitude of planes.  Many spread their attention towards multiple planes of interest, while others focus their studies on creatures from a certain subset of the known planes.  Being able to control what one brings forth is not always guaranteed, but for members of the College of Planer Calling sometimes a lack of control is what is most desired.

Gift from the Planes

level 2 College of Planer Calling feature

Your study into the nature of using magic to conjure forth creatures has resulted in a far deeper understanding of the principles of this particular aspect of magic.  As a result you access to an extended familiar list.  If you don't already have the spell "find familiar" you add it to your spellbook for free.  In addition to the familiars available in the spell description you can summon a proto-mephit as your familiar.  Certain aspects of this familiar increase as you gain levels.

If your proto mephit familiar dies you immediately take your familiar's max HP in psychic damage.  This damage can be reduced by expending HD to prevent damage equal to the number rolled.  If the caster takes any of this psychic damage they suffer 1 level of exhaustion..

 

Proto Mephit

Armor Class 10+ (1/2)PB

Hit Points 8+(1/2) wizard level

Speed 30 ft. fly 30ft

STR
12(+1)
DEX
12(+1)
CON
14(+2)
INT
6(-2)
WIS
10(+0)
CHA
10(0)

Resistances: resistant to damage of its elemental type

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Actions

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) elemental type damage.

Death Burst. When the proto mephit dies, it explodes in a burst of elemental energy. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) elemental damage on a failed save, or half as much damage on a successful one.

create servant

level 2 College of Planer Calling feature

Your study into the summoning and creation of creatures has given you the ability to conjure up a proto servant.  This creation takes the shape of a small translucent humanoid with looks and apparel of your choosing.  These options do not change the servants stats.  Once summoned the servant persist for 1 hour, until it is more than 60ft away from the caster, or until its HP drops to 0.  Whichever comes first.  This ability can be used a number of times per day equal to your Int modifier or by expending a spell slot of lvl1 or higher.

 

 

Proto Servant
Small construct
Armor Class 10 Natural
Hit Points 2 (1d6)
Speed 20 ft.
STR
5 (-3)
DEX
5 (-3)
CON
5 (-3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 5
Languages understands the languages the caster can speak, but cannot speak or write itself
Challenge 0 (10 XP)
 
Proficiency Bonus 0

Passive. cannot attack

Actions

capable of performing task that a normal servant or commoner would be able to perform

Enhanced Conjurations

level 6 College of Planer Calling feature

Your study into the creation and summoning of creatures has given you increased knowledge on how to make them more resilient to harm.  You have also learned how to summon elemental beast when using Conjure Minor Elemental or Conjure Elemental.  You can cause an elemental spirit to manifest in the shape of a beast of the appropriate CR, instead of an elemental, when casting these spells.  The creature uses the stats of its chosen form, but counts as an elemental instead of a beast.  The creature appears to be made of various elemental energies, but this appearance does not effect its stats or effects.  (a horse that appears to be made of magma will not deal fire damage).

Whenever you create or summon a creature using a conjuration spell, it has the following additional benefits:

  • The creature’s hit point maximum is increased by 5 per spell level used to summon or create it.
  • The creature adds your proficiency bonus to its AC, up to the level of the spell used to cast it.

Planer Attunement

level 10 College of Planer Calling feature

While concentrating on a summoning spell your bond with the energies of that creature grant you resistance to corresponding damage types.

Earth - slashing, bludgeoning, and  piercing damage

Fire - fire damage

Water - cold damge

Air - lighting and thunder damage

Fey or Star - immunity to charm and resistance to psychic

Fiend - necrotic and fire damage

Celestial - radiant damage and advantage against death spells

Planer Servant

level 14 College of Planer Calling feature

Starting at 14th level, you can use magic to bind certain planer creatures to you. As an action, you can choose one elemental, celestial, fey, or fiend that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent creatures are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

If the creature was summoned by a spell that has a duration and/or required concentration the spell last until you use this feature again, the creature dies, or it breaks free.  The need to concentrate is also removed allowing the caster to concentrate on different spell without the creature vanishing.

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